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I (HD 6550M) have built mesa with --enable-r600-llvm-compiler and R600_LLVM set to 1. kwin with "opengl2 shaders" and xonotic work absolutely fine. By the way, xonotic on the "ultra" preset runs pretty good, so the radeon guys are doing something right.

The llvm backend does not support indirect addressing at the moment, so if a shader uses indirect addressing, it will always use the old backend so you will get the same results regardless of whether you enable the llvm backend or not in that case.

Wasn't Valve reportedly having issues with recompile times of dynamic/changing shaders during game run-time? /nitpick

Actually Xonotic/Nexuiz has problems with compile times. Whenever a new material/effect/whatever comination is encountered rendering will have to wait for a split second for the shader to compile. This is noticable especially in the first few seconds on a new map.

Actually Xonotic/Nexuiz has problems with compile times. Whenever a new material/effect/whatever comination is encountered rendering will have to wait for a split second for the shader to compile. This is noticable especially in the first few seconds on a new map.

In theory yes, but the amount of possible shader combinations is surprisingly high and if done, e.g., on hard disk one needs to sure one does not try to stuff outdated shader compiles into the wrong card/driver/whatever.

It should be feasible to overcome these problems, but nobody made an attempt. It's a big more complicated than it sounds at first.